Use vector outputs for texture operations (#3939)

* Change AggregateType to include vector type counts

* Replace VariableType uses with AggregateType and delete VariableType

* Support new local vector types on SPIR-V and GLSL

* Start using vector outputs for texture operations

* Use vectors on more texture operations

* Use vector output for ImageLoad operations

* Replace all uses of single destination texture constructors with multi destination ones

* Update textureGatherOffsets replacement to split vector operations

* Shader cache version bump

Co-authored-by: Ac_K <Acoustik666@gmail.com>
This commit is contained in:
gdkchan 2022-12-29 12:09:34 -03:00 committed by GitHub
parent 52c115a1f8
commit 9dfe81770a
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GPG key ID: 4AEE18F83AFDEB23
37 changed files with 1100 additions and 747 deletions

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@ -1,4 +1,4 @@
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Globalization;
@ -8,21 +8,21 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
private const int MaxDecimal = 256;
public static bool TryFormat(int value, VariableType dstType, out string formatted)
public static bool TryFormat(int value, AggregateType dstType, out string formatted)
{
if (dstType == VariableType.F32)
if (dstType == AggregateType.FP32)
{
return TryFormatFloat(BitConverter.Int32BitsToSingle(value), out formatted);
}
else if (dstType == VariableType.S32)
else if (dstType == AggregateType.S32)
{
formatted = FormatInt(value);
}
else if (dstType == VariableType.U32)
else if (dstType == AggregateType.U32)
{
formatted = FormatUint((uint)value);
}
else if (dstType == VariableType.Bool)
else if (dstType == AggregateType.Bool)
{
formatted = value != 0 ? "true" : "false";
}
@ -65,13 +65,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
return true;
}
public static string FormatInt(int value, VariableType dstType)
public static string FormatInt(int value, AggregateType dstType)
{
if (dstType == VariableType.S32)
if (dstType == AggregateType.S32)
{
return FormatInt(value);
}
else if (dstType == VariableType.U32)
else if (dstType == AggregateType.U32)
{
return FormatUint((uint)value);
}